The token system really needs to be updated. It just does not work like it was designed to.

It would be nice if crafters could turn in a few more things to get their 50 tokens. Some 10th level things are really hard to do. Namely Jewelry since most of it cost 40K or so per make.

Another thing that might help tokens is to make them tradeable. Have a script that lets you transfer tokens to another player. Zerub bargains with them all the time, but he just tells people to hold them until he is ready for them. It would be nice if he could just get the tokens added to his and subtracted from theirs so the deal is totally done.

Another great, yet low priority idea: have high(er) level gemcutters have a better chance at getting Large & Giant gems. Right now the odds of a level 6 gemcutter hitting a vein and getting a Giant gem is the same as when a level 20 gemcutter would.

If the mechanics of Invisibility Sphere aren't going to be modified (i.e., that it currently reapplies after an unlimited number of offensive actions and is only subject to Invisibility Purge for one round before going back up) - or if indeed it's working as someone or other intended - how about reducing the duration to round/level or 2 rounds/level? It seems to me that's more in line with durations for combat spells, one of which surely it is.

As it stands now, it not only empowers mages to be less than stellar at thinking through what they do, but when UMD'd by rogue/fighter types or clerics with trickery domain it becomes a little over-the-top - insta-HiPS against most, though not all, spawns, without having to expend an action.

I've asked about this spell before, and I know that while the Team is under no obligation whatsoever to explain why they haven't or won't change it, I think it would be a nice courtesy and would only take a minute of someone's time.

Thanks!

Pop this into a bug report. No promises, of course, but that's the place for this one. -Micah

EDIT: Reported, thanks.

Last edited by surfer69 on Tue Sep 26, 2017 1:12 am, edited 1 time in total.

Set the re-design fee on Futharadas' bag alteration to just be a flat fee of 1 to 2k gold instead of basing it on a container's set toolset value.

Vetinari: I have noted before that you have a definite anti-authoritarian streak, Commander.Vimes: Sir?Vetinari: You seem to have retained this even though you are Authority.Vimes: Sir?Vetinari: That's practically Zen.

Could PH Piggybank safes be changed to work like Donation chests do where you only need the key to view the contents or withdraw anything but anyone can deposit?

Vetinari: I have noted before that you have a definite anti-authoritarian streak, Commander.Vimes: Sir?Vetinari: You seem to have retained this even though you are Authority.Vimes: Sir?Vetinari: That's practically Zen.

Harm is lame. It shouldnt be reducing you to 1 hp by any iteration of dnd.5th edition6th-level necromancyCasting Time: 1 actionRange: 60 feetComponents: V, SDuration: InstantaneousYou unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

Greater Harm charges a subject with negative energy that deals 15 points of damage per caster level (to a maximum of 300 points at 20th level). If the creature successfully saves, greater harm deals half this amount, but it cannot reduce the target’s hit points to less than 1.If used on an undead creature, greater harm heal the actual undead.

Currently its doing 903 damage per cast on me.

EDIT...sorry I missed the 3.0 edition spell which does go down to 1d4 . But its still overpowered then.

Last edited by GrimlyAxefingler on Sun Oct 22, 2017 10:21 pm, edited 1 time in total.

Harm in my DnD rulebook iteration states it causes a loss of all hp bar 1d4...

my additional suggestion would be:I suppose though that if our nwn version is nerfed to later rules, we'd have to apply the same logic with Heal and limit its healing to 300 xp too, which sounds fair., and incidentally good for business.

Last edited by Sarmanos on Sun Oct 22, 2017 8:06 pm, edited 1 time in total.

Vetinari: I have noted before that you have a definite anti-authoritarian streak, Commander.Vimes: Sir?Vetinari: You seem to have retained this even though you are Authority.Vimes: Sir?Vetinari: That's practically Zen.

* this is a POST only, NON discussion. All contents discussing others ideas will be deleted.

If you want to discuss someone's idea, make a new topic in General Discussion....5. Avoid chain suggestions---If person A proposes a change, A suggestion based off of person A's proposal is beyond the scope of this thread. This is commentary and theory.

"God not only plays dice, he throws them in the corner where you can't see them."-- Stephen William Hawking (b. 1942) --

Raise the DCs on poisons and diseases so they can't be cured with a simple healing kit. That would make potions of antidote, remove disease, and clerics in general a little more useful, and Use Poison a little more lethal.

I think as it stands now, someone with nominal points in Heal can use a +1 healing kit to cure most poisons or diseases while out of combat without much trouble.

on Surfer's point, increase the duration of temporary poison effects. Sure the poisons from enemies are really easily countered with a healing kit (or immunity item), but the ones from players just don't last that long unless it's a magical property of the weapon itself.

maybe (Heal skill)/10 turns? The more you know about curing someone the more you know about keeping that poison stable!

Make the Player's Idea Box its own subforum within Ask the Team, or perhaps even General Discussion. The latter would allow both players and team members to (constructively!!) discuss each idea without having to split them off from this long-ass thread. It would also make it easier for us to search the forums to see if an idea or something similar has been posted before, instead of trying to sift through the 53 pages of this thread.

ScottG wrote:Also, could there be a way to change your fylgia that doesn't involve leveling up? I think most druids and rangers would be willing to take an xp hit or do a quest to find that specific fylgia (a spirit version of that animal). Or even have it be something where when you hit a specific CTS level you can switch or gain another one?Just throwing out some ideas.

This idea was posted 7 years ago, but I'd like to submit it again. It's doable (as in able to be scripted) to add a /cts command that would allow a CTS enthusiast to change his base companion type. Perhaps as Scott suggested it could be tied to a minimum CTS level, or an animal empathy or CTS check with a high DC? This would be great for pokemo- er, animal handlers such as my PC that do more CTSing than adventuring and as a result level up slowly.

Have cows (and perhaps other cattle-related spawns such as oxen, pack oxen, and maybe even dire oxen and deep rothe) drop leather. In addition to becoming closer to how leather is most commonly made in RL, it would also help to drop deer from #2 on the Avlis Endangered Species list (second only to Fire Beetles!).

Can we make the other 36 poison which are hidden in the game a viable? Bioware only made the DEX,STR and CON based poisons a game item. But the INT, WIS and CHA based poisons are already coded in the game all somebody has to do is make the items with these tags.

Upgrade the quest reward in the Deglos "hell" dungeon for beating the boss. With the artificing of stones now there's no incentive to go besides the challenge. Also reset the quest for everyone so everyone has a shot at the new reward.

Vetinari: I have noted before that you have a definite anti-authoritarian streak, Commander.Vimes: Sir?Vetinari: You seem to have retained this even though you are Authority.Vimes: Sir?Vetinari: That's practically Zen.

With the book quest it is possible to get a permanent Int. boost, among other rewards, I know several mages (and others) that have jumped at that quest/reward. I thought perhaps it would be possible to make an item that clerics (or anyone who put in the work) could use to get a Wis boost. The item could be anything like a prayer beards/ handheld holy symbol/ etc. Just make it work only in a temple and only if the PC is of the faith of that temple. The item could start a prayer routine, and maybe only work once a week, and then when the PC 'prayed' 100, 200, 500, 1000, 5000 (make the buggers work for it) whichever times, the PC could get rewards. This is a way for clerics or anyone to better themselves thru prayer to their gods.

Make the bonus spells and Casting DCs bonus for Confounder levels apply to either arcane or divine spells if PC has both arcane and divine casting abilities (or if the PC has only wizard levels, the bonuses apply to those.) Why? Why not!? Because Forian should be different!

Remove the 'fog'. Looking at a partially visible screen is fun for no one and I am yet to meet the first person who actually likes this (other then Jonezie, but he implemented it!). Also, new people often think this is a bug and think they have their settings wrong.

Heylas folks, please read the first post before engaging in discussion. Thanks!

* this is a POST only, NON discussion. All contents discussing others ideas will be deleted.* just posting ideas does NOT mean it will be implemented* keep it short but to the point* keep it nice and friendly* do NOT post endless lists of haks/models/code